Esempio n. 1
0
 void Start()
 {
     _moveRight             = GameObject.Find("MoveRight").GetComponent <Button>();
     _moveLeft              = GameObject.Find("MoveLeft").GetComponent <Button>();
     _moveLeft.interactable = false;
     _characterList         = GameObject.Find("CharacterList");
     _database              = gameObject.GetComponent <CharDatabase>();
     _weaponDb              = GameObject.Find("_manager").GetComponent <WeaponDatabase>();
     _armourDb              = GameObject.Find("_manager").GetComponent <ArmourDatabase>();
     _name = GameObject.Find("Name").GetComponent <Text>();
     _str  = GameObject.Find("StrText").GetComponent <Text>();
     _dex  = GameObject.Find("DexText").GetComponent <Text>();
     _vit  = GameObject.Find("VitText").GetComponent <Text>();
     SetStats(0);
 }
Esempio n. 2
0
 //Initialized once only, stop _manager GO from being destroyed when loading a new scene
 void Awake()
 {
     print("_CombatManager Awake() Called");
     if (NewGame._newGame)
     {
         _skills.Add(0);
         _skills.Add(1);
         _skills.Add(2);
         _skills.Add(3);
     }
     DontDestroyOnLoad(gameObject);
     _weaponDb    = gameObject.GetComponent <WeaponDatabase>();
     _armourDb    = gameObject.GetComponent <ArmourDatabase>();
     _equipMelee  = _weaponDb._meleeDatabase[0];
     _equipRanged = _weaponDb._rangedDatabase[0];
     _headSlot    = _armourDb._headDatabase[0];
     _chestSlot   = _armourDb._chestDatabase[0];
     _legSlot     = _armourDb._legDatabase[0];
     CalculateStats();
 }